Comments

Commented 18 years ago2006-10-23 17:41:02 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13316
No, not that crack.

It was when I finally returned to the lab that I spawned at the beginning of the game. You know, the large room in the screenshot with Barney and the scientist.

I could hear some vortigaunts behind the door, so I just tossed some nades to get rid of them before they had a chance to zap me.
Commented 18 years ago2006-10-23 16:25:09 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13314
Before returning to the lab, I tossed a few grenades through the crack in the door before opening it.
Commented 18 years ago2006-10-22 20:24:32 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13308
What about adding small surprises when the player is least expecting them?
Commented 18 years ago2006-10-22 00:40:12 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13262
Interestingly, I never ran into problem with a shortage of ammo. I heeded the warning to conserve ammo, so I really conserved them. I ended up running around with 250 bullets in my glock and SMG most of the time.

I also sneaked behind the soda machine in the beginning (quickly through the steam to minimize damage) and got a lot of ammo. Maybe that's why I didn't run out of ammo.

For the crates part, I used grenades to kill most of the grunts below. I also used grenades to kill almost all the grunts on the other side of the mounted machine gun bunker.

As for the fallen vent, I realized that I had to crouch-jump into the vent, but it took me six or seven tries to do so. Maybe you can alter the brush a little bit near the vent entrance so players do not become frustrated at trying.
Commented 18 years ago2006-10-22 00:26:07 UTC in vault item: sc_officees Comment #13261
I think the main problems with this map are texturing and lighting.

Improve those two aspects, and it'll be a whole lot better.

Experiment with the light setting for color and brightness, and read up some tutorial on texturing alignment and sizing.

Hey, it's a lot better than some maps I've seen. At least it's not full-bright.
Commented 18 years ago2006-10-21 18:04:35 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13247
I only have the Steam version of Half-Life, and it worked fine for me.

I did what Muzzle said above, and there's no problem.
Commented 18 years ago2006-10-21 16:57:39 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13241
Yep, that's the houndeye I was referring to. I reloaded the level several times, and it was stuck in the ground every time I played.

Strange indeed.
Commented 18 years ago2006-10-21 16:06:04 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13238
You haven't really lived until you have played this series of maps.

My jaw was open the entire way I played through it, which probably explains the puddle of drool on my desk right now. I skipped lunch playing it, and I don't even feel hungry right now.

I noticed a lot of improvement over the original Valve mapping, and I am just astonished by how much better they are.

However, I did notice that I cannot kill the Garg, which is fine. I just moved on from that point after I shot him with all my RPG and grenades.

I also noticed the houndeye in the hallway leading up to the broken laboratory room. I think the houndeye is probably stuck in the floor brush, and that's why it cannot move. I don't think it's a scripting problem.

I am making a link to this map from my GamingParents site. It's just too beautiful to pass up.
Commented 18 years ago2006-10-21 14:45:29 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13231
Ooo, boy! I gotta try this out.
Commented 18 years ago2006-10-11 16:39:06 UTC in vault item: dod_bunker_warfare_v1 Comment #13154
3D skybox FTW!
Commented 18 years ago2006-10-07 22:55:49 UTC in vault item: Apocta Comment #13111
Definitely an unique idea, and the look of the screenie is enticing.
Commented 18 years ago2006-09-28 18:25:56 UTC in vault item: cs_castlefight Comment #13048
Full-bright is not an option. It's a mistake.
Commented 18 years ago2006-09-26 19:15:55 UTC in vault item: cs_castlefight Comment #13041
At least make it so it's not full-bright.
Commented 18 years ago2006-09-17 10:19:17 UTC in vault item: de_gp2 Comment #13009
Don't pass any judgment unless you've played this map. It's actually pretty fun.
Commented 18 years ago2006-09-17 01:15:53 UTC in vault item: de_gp2 Comment #13006
I'm planning to add a 3D skybox to the next version, and I've already added vertical gameplay by allowing the players to get on top of the letters via ladders.

I also added some divisions using non-breakable glasses so the opponents can occasionally see each other but not having the ability to shoot at each other.

For some reason, I cannot increase the lightmap density of my displacement surface. Whenever I change it, it always returns to the value "17".
Commented 18 years ago2006-09-16 23:41:40 UTC in vault item: de_gp2 Comment #13005
Thanks. I'm considering a second version of this map.

I'll keep you guys posted.
Commented 18 years ago2006-09-16 08:39:37 UTC in vault item: de_gp2 Comment #13000
Yeah...I could've, should've, might've done a lot of other things with this map. But anything else just detracts from the message that I'm getting across. ;)
Commented 18 years ago2006-08-29 11:24:58 UTC in vault item: Infiltration Comment #12920
Hitting the refresh button too often?
Commented 18 years ago2006-07-31 14:13:06 UTC in vault item: cs_exile_b1 Comment #12698
Looks very nice, but it's basically a fusion of cs_italy and de_inferno.
Commented 18 years ago2006-07-28 01:27:59 UTC in vault item: aim_famas_x Comment #12685
Now, this is a well-made fy_ map. It is truly fun, and perhaps even more fun than some de_ and cs_ maps.

http://z.npire.de/markus/map/homevshome/homevshome.htm
Commented 18 years ago2006-07-25 14:58:37 UTC in vault item: aim_famas_x Comment #12656
So it is impossible for you to have fun with de_ or cs_ maps?

I have lots of fun playing defusion and hostie maps all the time.
Commented 18 years ago2006-07-24 21:00:21 UTC in vault item: aim_famas_x Comment #12651
Okay, it's full bright.

But I don't really understand the concept of fun yard maps. Can't people have fun in regular, beautiful maps? cs_office is not fun? de_corse is not fun? Can't people get the same training in a regular map?
Commented 18 years ago2006-07-23 10:34:51 UTC in vault item: dm_apocalyptica Comment #12639
Looks very nice. In fact, it's probably better than most places in F.E.A.R.
Commented 18 years ago2006-05-21 00:57:23 UTC in vault item: Losspower Comment #11966
Oops! Not a newcomer at all.

I just haven't seen him before.
Commented 18 years ago2006-05-21 00:56:31 UTC in vault item: Losspower Comment #11965
Newcomer to TWHL, but definitely not a new mapper.

Welcome.
Commented 18 years ago2006-04-27 02:16:27 UTC in vault item: Justice Comment #11597
There are two Easter Eggs in this map.

Descend the stairs leading to the basement. When you're half-way down, turn on your flashlight and look to your right. You'll find a Magnum.

Go to the large generator that is fenced off behind the courtyard. Climb the ladder on the side of the generator, and you'll find a surprise there.
Commented 18 years ago2006-04-25 22:56:55 UTC in vault item: Justice Comment #11588
I found out about those too, but it was already months after I initially released the map.

Can you believe it's been almost two years since I made this map? I finished this map even before I finished playing HL2 itself (I got as far as "Route Kanal" when I completed this map).
Commented 18 years ago2006-04-02 16:16:43 UTC in vault item: de_sustenance Comment #11417
This is a comment on this map at CStrike Planet. This map is on their pub server map rotation.
http://www.cstrike-planet.com/maps/975#comments
Commented 18 years ago2006-03-30 23:30:38 UTC in vault item: cs_miami Comment #11397
Shiny huh? Did you build cubemaps?
Commented 18 years ago2006-03-29 02:54:24 UTC in vault item: cs_miami Comment #11386
Do you have a NAV yet for this map?
Commented 18 years ago2006-03-26 17:15:48 UTC in vault item: he_bymurdarule Comment #11357
Saco, you did that to me before, remember? :)
Commented 18 years ago2006-03-26 13:40:26 UTC in vault item: de_sustenance Comment #11356
I second Kasperg with the cubemaps. The shiny wooden floor in the dark corridor looks odd.

I also forgot to mention that the framerate is a bit low for this map. Even though it's not a large map, sometimes the framerates dip to the 30's for me (with no one playing). For reference, I am usually in the 100's for the official Turtle Rock maps.

Perhaps it could be better optimized too?
Commented 18 years ago2006-03-26 04:31:07 UTC in vault item: de_sustenance Comment #11350
Just played it with some bots. Even though it's a small map and it doesn't have any vertical combat in the map, it provides good entertainment. The gameplay is best described as "fast and furious".

I like the underwater bombsite. It makes interesting gameplay. And it's fun to see the blinking red light of the bomb under murky water.

I also enjoyed the unique look of the map. It has a style of its own, instead of just borrowing the theme from the stock maps. There are enough details to make the map good-looking and realistic.

However, I wish the prop_physics were made into prop_physics_multiplayer. The constant bumping of the phys objects is a distraction during a fire-fight.

I posted this map at CStrike Planet.
http://www.cstrike-planet.com/maps/975
Commented 18 years ago2006-02-24 13:44:22 UTC in vault item: de_pariah Comment #10976
Looks good.
Commented 18 years ago2006-02-21 01:22:37 UTC in vault item: aim_scouts-aj Comment #10930
A light_environment would be nice.
Commented 18 years ago2006-02-15 19:03:34 UTC in vault item: Justice Comment #10858
Thanks, Xyos212.

In the first screenshot, the elevated grass brush was intentionally made like that.

But the levitating brush is unintentional. I didn't notice it until you pointed it out to me.

Those mountains in the skybox are made from displacement, but I kept the power to 2 to keep the framerates high. It's a compromise between aesthetics and performance.

This map is out for a while already, so I am not going to recompile it. Otherwise, people will have problem with compatibility issues on pub servers.

I do, however, appreciate you taking the time to take this map for a spin and providing feedback.

If you haven't played the HL2SP version of Justice, definitely try it out.
Commented 18 years ago2006-01-24 19:28:21 UTC in vault item: Kaufmann House Comment #10673
...but those are trade secrets. :)
Commented 18 years ago2006-01-23 13:43:07 UTC in vault item: Kaufmann House Comment #10647
Download it from cstrike-planet instead:

http://www.cstrike-planet.com/maps/969
Commented 18 years ago2006-01-23 03:27:16 UTC in vault item: Kaufmann House Comment #10627
I will host this map at CStrike Planet. I don't know whether people there will like it, because it's not a playable map. But I am hoping they will appreciate the mapping.
Commented 18 years ago2006-01-23 02:24:06 UTC in vault item: de_spirits Comment #10624
Heh. I was the one who helped Xj2 in making this map available for download at www.cstrike-planet.com. He released it at the Steam CS:S forum a few days ago.

Nice map, by the way. But you already knew that.
Commented 18 years ago2006-01-20 19:52:37 UTC in vault item: Escape from Black Mesa Comment #10573
Thanks. I have considered porting this to CS:Source as a cs_ map. But I don't have a lot of free mapping time at the moment.

Remember, this was the first map I have ever released. So I had not figured out all the mapping tricks yet at the time. Notice the bad vertex manipulation?
Commented 18 years ago2006-01-13 21:16:49 UTC in vault item: Escape Comment #10461
A bit of a blond moment there? (no offense to any blond dudes out there)
Commented 18 years ago2006-01-13 21:15:43 UTC in vault item: op_airfeild Comment #10460
The scale of this map is way off. Please read the scaling tutorial first.
Commented 18 years ago2006-01-08 18:39:19 UTC in vault item: Trirena Comment #10411
Looks very nice actually. Five hours? That's impressive.
Commented 18 years ago2006-01-07 18:06:50 UTC in vault item: Justice Comment #10394
You're the greatest!
Commented 18 years ago2005-12-21 13:20:44 UTC in vault item: Justice Comment #10196
I know, I want to break the world record for recycling the same map over and over again.

I don't think anyone can beat me at this point.
Commented 18 years ago2005-12-21 00:47:40 UTC in vault item: surf_unplanned Comment #10184
Sorry man, surf maps aren't my thing. Otherwise, I would play it.
Commented 18 years ago2005-12-20 18:20:37 UTC in vault item: Ruled By Insanity Comment #10179
Wasn't this your competition map earlier?
Commented 18 years ago2005-12-19 18:42:12 UTC in vault item: Justice Comment #10150
Thanks, Hunter. I always appreciate an honest critique.

It may be a difference of opinions here, but I actually think the layout of the map works better for CS than for HL2 gameplay. It's more suitable for a slower-paced gameplay, which CS excels at.

But I love hearing what others think of my map. Thanks for taking the time and reviewing it.
Commented 19 years ago2005-12-16 16:58:53 UTC in vault item: Justice Comment #10080
I'll probably convert this map to a hostage rescue map.